Character Creation - Shadowrun 5th Edition

  • 1

    Choose Concept

    All characters start with 25 Karma they will use later to improve themselves.

    The links below provide snapshots of character types you are most likely to find in the shadows. This is just a starting point, the one you create will be uniquely yours.

    You may start with an idea of what sort of character you want to play and some basic background concepts. The character may be an ex-soldier from a national government looking to use her combat skills on the streets. Or a former corporate headhunter forced out of the megacorporation by an ambitious rival and now using his negotiating savvy and deal-making skills to survive the shadows. There are second-generation runners, born to the life and learning the skills of the trade from their SINless parents. It’s not unusual for a bounty hunter who collects pelts of paranormal critters or tracks down fugitives to engage in a little shadowrunning to supplement his income. The character may have grown up in a street gang, and he sees shadowrunning as a way to get out of the gutter. Or the character may have just gotten out of jail and be eager to see what she can do with the skills she learned and the connections she made on the inside.

    The trickster in the Matrix, the flash of lightning in the corner of your virtual eye—a decker specializes in hacking into computers, commlinks, and datahavens. Her job often involves stealing, altering, and manipulating data as well as taking control of or modifying security systems so her teammates can get in and out of defended facilities. A good decker knows her work may put her right in the middle of heated action, and she knows how to react. Whether she’s firing a weapon, disabling the weapons of others, or sending every electronic device in a place on the attack, she has a whole bunch of options to keep herself involved in unfolding combat. A decker never travels without her cyberdeck (p. 227), the tool of her trade. Logic, Intuition, and Willpower can be important attributes for the decker character.
    The face runs his fingers over the thrumming strings of other people’s wants and needs, playing them like a maestro. He is master of the con, a polished negotiator, and often an expert leader. Interacting with Mr. Johnson during the meet is his specialty, especially when it comes to bargaining for the greatest profit. The face also excels at legwork, coaxing or squeezing vital information from a variety of sources that could help make sure his job is a success. Though the face usually manages to get what he wants with charm and a smile, he knows how to be more forceful to get people to cough up their secrets. Words are the face’s weapon of choice and Charisma and Willpower are the face’s two important attributes—but he has no problem using an Ares Predator when the situation warrants.
    Some people drive cars; other people use vehicles as an extension of their body, like an additional set of limbs. A rigger is a professional driver, an ace controller of all sorts of machines. She is highly skilled in the operation, repair, and customization of all sorts of vehicles and/or drones, offering surveillance, transportation, and remote firepower to their team. Reaction is a critical attribute for riggers.
    A manabolt to your chest, a fireball in your face—that’s what the spellcaster brings to the table in combat. And he does so much more. He manipulates and channels mana, an energy field that is the essence of magic. Mana can be manipulated in several different ways, allowing for different types of spellcasters. Magicians follow a more logical and ordered system of magic, while shamans rely more on their instincts and intuition. To make a spellcaster, a player needs to select a priority that grants a Magic attribute rating (see Priority Table, p. 65). Depending on the tradition, Charisma or Intuition can be important attributes for spellcasters, and Willpower is an important attribute for resisting Drain.
    Some artists work in watercolors, some in oils. The street samurai is an artist of pain. In any given situation, he knows fifteen ways to hurt an opponent, and an additional eight ways to hurt an opponent real bad. He can take significant amounts of damage and stay standing, leveling devastating damage on her opponents. He typically is augmented with significant amounts of cyberware and bioware to make him exceptionally tough and dangerous in physical and armed combat. While he is ferocious and deadly, he tends to have a code—it may be a code comprehensible only to him, but it’s something. Body, Strength, and Agility are important attributes for characters that are street samurai.
    Some people hack the Matrix with physical tools, but a few have the ability to log on with nothing more than their minds. These people are technomancers. A technomancer can access the Matrix with his mind through an intrinsic connection that’s not fully understood, even in 2075—though plenty of people would pay plenty to figure out how it works. A player who wishes to play a technomancer must select an option on the Priority Table (p. 65) that gives the character a Resonance attribute. Logic, Intuition, and Willpower can be important attributes for the technomancer.
  • 2

    Consider Priorities

    Character generation is based upon a priority system (see table below). There are five aspects needing a priority: Metatype, Attributes, Magic or Resonance, Skills, and Resources. Likewise, there are five levels of priority: A (highest), B, C, D, and E (lowest). The Priority Table shows what you can get for each aspect at each priority level. By the end, you will have assigned a priority level to each aspect, with no duplications (i.e., you cannot have two B priorities). During character creation, and throughout the game, you can improve various things using Karma as well.

    You do not have to assign all your priorities right now, but you need to start thinking about the kind of character you want to play and what you will have to spend to build it. For example, if you want to play a troll, you have to assign a priority high enough in the Metatype column to allow trolls. If you have in mind a very skillful character, make sure to put a good priority in Skills. Perhaps your character is wealthy, and a lot of his "talent" comes from what he has bought. You would need a high priority in Resources.

    Start jotting down some ideas on your character's background and history, and that will help you make priority decisions later.

    Priority Table
    Priority Metatype Attributes Magic or Resonance Skills Resources
    A Human (9)
    Elf (8)
    Dwarf (7)
    Ork (7)
    Troll (5)
    24 Magician or Mystic Adept: Magic 6, two Rating 5 Magical skills, 10 spells
    Technomancer: Resonance 6, two Rating 5 Resonance skills, 5 complex forms
    46/10 450,000¥
    B Human (7)
    Elf (6)
    Dwarf (4)
    Ork (4)
    Troll (0)
    20 Magician or Mystic Adept: Magic 4, two Rating 4 Magical skills, 7 spells
    Technomancer: Resonance 4, two Rating 4 Resonance skills, 2 complex forms
    Adept: Magic 6, one Rating 4 Active skill
    Aspected Magician: Magic 5, one Rating 4 Magical skill group
    36/5 275,000¥
    C Human (5)
    Elf (3)
    Dwarf (1)
    Ork (0)
    16 Magician or Mystic Adept: Magic 3, 5 spells
    Technomancer: Resonance 3, 1 complex form
    Adept: Magic 4, one Rating 2 Active skill
    Aspected Magician: Magic 3, one Rating 2 Magical skill group
    28/2 140,000¥
    D Human (3)
    Elf (0)
    14 Adept: Magic 2
    Aspected Magician: Magic 2
    22/0 50,000¥
    E Human (1) 12 18/0 6,000¥

  • 3

    Choose Metatype

    There are five main metatypes: dwarf, elf, human, ork, and troll. Each receives certain advantages, and possibly disadvantages. Choice of metatype also impacts minimum and maximum physical and mental abilities. Refer to the Metatype Attribute Table to see these various aspects of metatypes.

    Once you have an idea of the metatype you want to play, go back to the Priority Table and consider what priority you have to assign to metatype to be able to play the metatype you want. Notice the numbers in parentheses; these are the points you can assign to special attributes: Edge, Magic, and Resonance. Magic is important to any kind of magician. Resonance is utilized by technomancers. Edge is utilized by all characters, and you can spend all your points here if you are neither a magician nor technomancer. You can later spend Karma to increase these as well. Normally, the maximum is 6 (humans can have 7 in Edge) unless you purchase special qualities with Karma later.

    Metatype Attribute Table
    Race Body Agi Rea Str Wil Log Int Cha Edg Ess Ini
    Human 1/6 1/6 1/6 1/6 1/6 1/6 1/6 1/6 2/7 6 REA + INT
    Human Racial: None
    Elf 1/6 2/7 1/6 1/6 1/6 1/6 1/6 3/8 1/6 6 REA + INT
    Elf Racial: Low-Light Vision
    Dwarf 3/8 1/6 1/5 3/8 2/7 1/6 1/6 1/6 1/6 6 REA + INT
    Dwarf Racial: Thermographic Vision, +2 dice for pathogen and toxin resistance, +20% increased Lifestyle cost
    Ork 4/9 1/6 1/6 3/8 1/6 1/5 1/6 1/5 1/6 6 REA + INT
    Ork Racial: Low-Light Vision
    Troll 5/10 1/5 1/6 5/10 1/6 1/5 1/5 1/4 1/6 6 REA + INT
    Troll Racial: Thermographic Vision, +1 Reach, +1 dermal armor, +100% increased Lifestyle costs

  • 4

    Adjust Physical and Mental Attributes

    All characters begin with their metatype's minimum attribute levels (see Metatype Attribute Table). For example, a dwarf has Body 3, Agility 1, Reaction 1, Strength 3, Willpower 2, Logic 1, Intuition 1, and Charisma 1 at no cost.

    Set a priority for your Attributes and begin assigning all of the points from your choice to increase your attributes at a cost of 1 point per 1 increase. You may only have 1 Mental or Physical attribute at its highest level during character creation; special attributes of Edge, Magic, and Resonance are not included in this limitation.

    Keep in mind that attribute choices will later impact several things in game including Initiative (Intuition + Reaction) and inherent limits (see pg. 46 and Final Calculations Table below). Technomancers have limits for their Living Persona in the Matrix (pg. 249) and magicians have astral projection limits (pg. 314).

  • 5

    Choose Magic or Resonance

    Players who want to be magicians or technomancers should set a priority for Magic or Resonance; otherwise, put Priority E for this aspect.

    • Adepts channel mana into their own bodies to enhance their natural abilities, making their talents and skills much more potent.
    • Adepts never astrally project (p. 313).
    • Adepts only perceive astral space by purchasing the Astral Perception power (p. 312).
    • Adepts can learn the Assensing skill only if they have the Astral Perception power.
    • Adepts cannot use skills from any magic-related skill groups (Sorcery, Conjuring, or Enchanting).
    • Adepts can follow mentor spirits (p. 320).
    • Adepts gain Adept Powers that are purchased with Power Points. Adepts receive a number of Power Points equal to their Magic rating.
    • Magicians can astrally perceive.
    • Magicians can astrally project.
    • Magicians can choose freely from the magical skills or skill groups (Sorcery, Conjuring, Enchanting).
    • Magicians can cast spells, conjure spirits, or enchant magical items.
    • At character creation, magicians who cast spells, perform rituals, or create alchemical preparations may know a maximum number of formulae from each group equal to their Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations).
    • Aspected magicians are a limited form of magician.
    • Aspected magicians do not astrally project.
    • Aspected magicians can astrally perceive.
    • Aspected magicians must choose one, and only one, of the following three Skills/Skill Groups.
      • Sorcery (Spellcasting and related skills)
      • Conjuring (Summoning and related skills)
      • Enchanting (Alchemy and related skills)
    • Aspected magicians cannot perform any of the magical skills associated with the two groups they did not select.
    • Aspected magicians can only learn Counterspelling if they take the skills to be a spellcaster.
    • Aspected magicians can follow mentor spirits.
    • At character creation, aspected magicians who cast spells, perform rituals, or create alchemical preparations may know a maximum number of formulae from each group equal to their Magic Rating x 2 (i.e., Magic Rating of 4 allows 8 spells, 8 rituals, 8 alchemical preparations).
    • Mystic adepts are a combination of magicians and adepts.
    • Mystic adepts never astrally project.
    • Mystic adepts can astrally perceive if they purchase the Astral Perception adept power.
    • Mystic adepts purchase their spells/rituals/preparations in the same way as magicians.
    • Mystic adepts must purchase their Power Points with Karma (5 Karma each at character creation for a full Power Point, with a maximum number of points equal to their Magic attribute rating).
    • Mystic adepts can have any skills from the Enchanting, Sorcery, or Conjuring skill groups.
    • Technomancers use Resonance to affect computers directly, without terminals or intermediate devices of their own.
    • Technomancers compile sprites and execute complex forms in the Matrix much like magicians summon spirits and cast spells.
    • Technomancer abilities are not compatible with other forms of Awakening and is not known if it is a form of magic or not.

    Priority Levels A through C in this column specify the character's starting attribute rating (either Magic or Resonance) along with a number of skills and spells or complex forms for their character as listed in the appropriate box. These are already paid for and can be added to the character sheet right away; they do not cost any skill points or Karma up front, although they can be increased later. The player should select which skills, spells, and complex forms they want for their character at this time. A list of active skills (including those that are Magic- and Resonance-based) can be found on p. 90. Skills are described in detail in the Skills chapter, p. 128. Adepts should review the adept powers (p. 308) to ensure that the skills they choose will support the adept powers they want, such as the Blades skill for the Critical Strike (skill) adept power. Spells listings start on p. 283, while complex forms can be found on p. 252.

    Aspected magicians must choose a specific Magic-based skill group (Sorcery, Conjuring, or Enchanting) to be the one area of magic that the character practices. Once an aspected magician take this specific skill group, the character may never take any other skills from the other Magic skill groups, either at character creation or at any future point.

    Note that while adepts receive Power Points for free (equal to their Magic rating), mystic adepts do not. Mystic adepts must purchase Power Points using Karma at the cost 5 Karma per full Power Point. The maximum number of Power Points Mystic Adepts may have is equal to their Magic rating.

    Remember, players are not limited to only what they receive in the priority level. Players may spend Karma to buy more spells or complex forms, register sprites, or bind spirits toward the end of character creation

  • 6

    Purchase Qualities

    Qualities help round out your character's personality while also providing a range of benefits or penalties. There are two types of Qualities—Positive Qualities, which provide gameplay bonuses and require an expenditure of Karma; and Negative Qualities, which impose gameplay penalties but also give bonus Karma the player can spend in other areas.

    As mentioned earlier, the character starts the character creation process with 25 Karma, and some of that can be spent to buy Qualities. Players can spend all of it, some of it, or none of it based on what they want their character to have and how much Karma they want to save for later. Additionally, at creation characters can only possess at most 25 Karma worth of Positive Qualities and 25 Karma worth of Negative Qualities.

    After character creation, Positive Qualities can be purchased during game play, while Negative Qualities may be awarded to the character by the gamemaster based on events that take place in game. Negative Qualities can be bought off using Karma during game play. See Character Advancement rules (p. 103) for more about purchasing Positive Qualities or buying off Negative ones.

    When purchasing a Positive or Negative quality, note the quality on the character sheet along with any bonuses or negative modifiers to skills in parentheses next to the appropriate skills or attributes.

    Positive Qualities Table
    Quality Karma Page Quality Karma Page Quality Karma Page
    Ambidextrous471 First Impression1174 Mentor Spirit576
    Analytical Mind572 Focused Concentration4 ea.
    (max 6)
    74 Natural Athlete776
    Aptitude1472 Gearhead1174 Natural Hardening1076
    Astral Chameleon1072 Guts1074 Natural Immunity4 or 1076
    Bilingual572 High Pain Tolerance7 ea.
    (max 3)
    74 Photographic Memory676
    Blandness872 Home Ground1074 Quick Healer377
    Catlike772 Human-Looking675 Resistance to Pathogens/Toxins4 or 877
    Codeslinger1072 Indomitable8 ea.
    (max 3)
    75 Spirit Affinity777
    Double-Jointed672 Juryrigger1075 Toughness977
    Exceptional Attribute1472 Lucky1276 Will to Live3 ea.
    (max 3)
    77
          Magical Resistance 6 ea.
    (max 4)
    76      

    Negative Qualities Table
    Quality Karma Page Quality Karma Page Quality Karma Page
    Addiction4 to 2577 Distinctive Style580 Scorched1083
    Allergy5 to 2578 Elf Poser681 Sensitive System1283
    Astral Beacon1078 Gremlins4 ea.
    (max 4)
    81 Simsense Vertigo583
    Bad Luck1279 Incompetent581 SINner (Layered)5 to 2584
    Bad Rep779 Insomnia10 or 1581 Social Stress885
    Code of Honor1579 Loss of Confidence1082 Spirit Bane785
    Codeblock1080 Low Pain Tolerance982 Uncouth1485
    Combat Paralysis1280 Ork Poser682 Uneducated887
    Dependent(s)3, 6, 980 Prejudiced3 to 1082 Unsteady Hands787
            Weak Immune System1087

  • 7

    Purchase Skills

    Skills are broken into three types: Active, Knowledge, and Language.

    When you set a priority for the Skill aspect, you will see two numbers in the column separated by a "/". You spend the first number to purchase Active skills (optionally Knowledge and Language too) at the cost of 1 point per 1 skill rating.

    The second number can only be used to purchase skill groups. When purchased, a skill group gives you the same rating for all the associated skills in the group. At this point, you cannot raise the rating of an individual skill in a group, although you can during the game later.

    In character generation, the highest you can raise a skill is 6 (7 if you purchase the Aptitude quality). During game play, this can be raised to 12 (13 with Aptitude).

    All points must be spent and cannot be saved. Make sure you do not duplicate individual skills with ones in groups.

    You may also purchase specializations, which is a part of a skill in which you invest special time and interest. For example, you might have the Blades skill with a knife specialization, which gives you a +2 dice pool bonus to skill tests involving the area of specialization. This costs 1 skill point, and you may not have more than one specialization per skill during character creation. You may gain more during game play. Specializations cannot be purchased for entire skill groups, and if you use Karma to gain a specialization on a grouped skill, you permanently break the grouping.

    Restricted Skills

    Magic- and Resonance-based skills require you have either a Magic or Resonance attribute rating. Without the appropriate attribute, you cannot learn these skills.

    Aspected magicians can only use one category of Magic skills (Sorcery, Conjuring, or Enchanting), while magicians and mystic adepts can use the entire range. Deckers cannot use Resonance-based skills (Compiling, Decompiling, and Registering).

    Knowledge and Language Skills

    You receive (Intuition rating + Logic rating) x2 free skill points to spend only on Knowledge and Language skills. Spending 1 point gives 1 rating in a skill. In addition, you receive one language as a native skill designated with an "N" on your sheet. Knowledge skills are either Academic, Interests, Professional, or Street, and which determines the related attribute used when rolling skill tests.

    Skill Groups
    Acting Athletics Biotech Close Combat Conjuring
    ConGymnasticsCybertechnologyBladesBanishing
    ImpersonationRunningFirst AidClubsBinding
    PerformanceSwimmingMedicineUnarmedSummoning
    Cracking Electronics Enchanting Firearms Influence
    CybercombatComputerAlchemyAutomaticsEtiquette
    Electronic WarfareHardwareArtificingLongarmsLeadership
    HackingSoftwareDisenchantingPistolsNegotiation
    Engineering Outdoors Sorcery Stealth Tasking
    Aeronautics MechanicNavigationCounterspellingDisguiseCompiling
    Automotive MechanicSurvivalRitual SpellcastingPalmingDecompiling
    Industrial MechanicTrackingSpellcastingSneakingRegistering
    Nautical Mechanic    

    Individual Skills
    Agility
    Archery, Automatics, Blades, Clubs, Escape Artist, Exotic Melee Weapon (Specific), Exotic Ranged Weapon (Specific), Gunnery, Gymnastics, Heavy Weapons, Locksmith, Longarms, Palming, Pistols, Sneaking, Throwing Weapons, Unarmed Combat
    Body
    Diving, Free-Fall
    Reaction
    Pilot Aerospace, Pilot Aircraft, Pilot Exotic Vehicle (Specific), Pilot Ground Craft, Pilot Walker, Pilot Watercraft
    Strength
    Running, Swimming
    Charisma
    Animal Handling, Con, Etiquette, Impersonation, Instruction, Intimidation, Leadership, Negotiation, Performance
    Intuition
    Artisan, Assensing, Disguise (includes makeup and enhancement), Interests Knowledge, Language, Navigation, Perception, Street Knowledge, Tracking
    Logic
    Academic Knowledge, Aeronautics Mechanic, Arcana, Armorer, Automotive Mechanic, Biotechnology, Chemistry, Computer, Cybertechnology, Cybercombat, Demolitions, Electronic Warfare, First Aid, Forgery, Industrial Mechanic, Hacking, Hardware, Medicine, Nautical Mechanic, Professional Knowledge, Software
    Willpower
    Astral Combat, Survival
    Magic
    Alchemy, Artificing, Banishing, Binding, Counterspelling, Disenchanting, Ritual Spellcasting, Spellcasting, Summoning
    Resonance
    Compiling, Decompiling, Registering

    Knowledge Category Examples
    Category Linked Attribute Examples
    AcademicLogicBiology, Medicine, Magic Theory, Politics, Philosophy, Literature, History, Music, Parabotany, Parazoology
    InterestsIntuitionCurrent Simsense movies, popular trideo shows, 20th Century trivia, Elven Wine, Urban Brawl, Combat Biking, Pop music
    ProfessionalLogicJournalism, Business, Law, Military Service
    StreetIntuitionGang Identification, Criminal Organizations, Smuggling Routes, Fences

    Common Knowledge Skills in 2075

    • Black Market Pipelines
    • Smugglers
    • Runner Hangouts
    • Mr. Johnsons
    • Corporate Security
    • Fixers
    • Riggers
    • Organized Crime
    • [City] Knowledge
    • Street Gang Identification
    • Corporate Politics
    • National Politics
    • Magical Theory
    • Magic Threats
    • Chemistry
    • Magic Groups
    • Dragons
    • Parazoology
    • Vices
    • Wilderness Survival


    Common Languages in 2075

    • Sperethiel (elven language)
    • Or'zet (ork language)
    • English
    • Japanese
    • Mandarin
    • Russian
    • French
    • Italian
    • German
    • Aztlaner Spanish
    • Spanish
    • Lakota
    • Dakota
    • Diné (Navajo)

  • 8

    Spend Resources

    Your final priority to assign is to resources. This determines the amount of money you have to outfit your character. You may only retain up to 5,000 nuyen for your starting cash. Anything else unspent is lost.

    There are some restrictions to buying gear, especially with cyberware and bioware. Each attribute rating may only gain up to a +4 bonus. If the attribute is not at its natural maximum, it can still be increased normally, but nothing can raise the attribute above your metatype's natural maximum +4.

    During character creation, you cannot purchase equipment with an availability rating higher than 12, and the maximum device rating is 6. All gear is subject to gamemaster approval regardless if the gear falls into these restrictions.

    Cyberware and Bioware

    Cyberware is technology implanted in the body to enhance or replace existing systems. Bioware is custom living tissue implanted to give options nature never intended. Tampering with your body costs Essence; cyberware generally costs more Essence (i.e., is more invasive) than bioware.

    Be aware cyberware and bioware can replace natural abilities. For example, if an elf replaces his natural eyes (which have low-light vision) with cybereyes, unless he purchases the low-light option in the cybereyes, he loses this ability. Likewise, orthoskin bioware replaces a troll's dermal armor.

    Cyberware and bioware comes in four grades: standard, alphaware, betaware, and deltaware. Only standard and alphaware is available at character creation.

    Few magic users or technomancers utilize cyberware or bioware because reductions in Essence reduce Magic and Resonance, and thus their effectiveness.

    Attribute boosts from this technology does not affect things like Knowledge skill tests or Contacts, however things like Initiative and Inherent Limits are modified. When calculating the Social limit using Essence, round your remaining Essence up to the nearest whole number before calculating the limit.

    Augmentations are noted on the character sheet in parentheses after the natural score. For example, a character with a natural Strength rating of 4 and muscle augmentation 2 bioware should be noted as Strength 4 (6).

    Lifestyle

    Lifestyle determines how the character lives and their monthly expenses so that they can survive. Is the character a squatter in an abandoned building? Does he survive by dumpster diving? Does the character live in a rundown apartment? Or has the character found a way to own her own home? Depending on the answers to these questions, the character may have a Street, Squatter, Low, Middle, High, or Luxury lifestyle. More information on lifestyles can be found on p. 373.

    Starting Nuyen

    No more than 5,000 nuyen (or less) of any unspent money from the funds available for character creation carries over to game play. The rest of the character's starting nuyen is determined by the lifestyle the player has purchased for his character and the formula for that lifestyle specified by the Starting Nuyen Table. The player rolls the designated number of dice, then applies the modifier appropriate to their character's Lifestyle. The result is added to any funds the player has left over after buying gear.

    Starting Nuyen Table
    Lifestyle Starting Nuyen
    Street1D6 x 20¥
    Squatter2D6 x 40¥
    Low3D6 x 60¥
    Middle4D6 x 100¥
    High5D6 x 500¥
    Luxury6D6 x 1,000¥

    Lifestyle Costs Table
    Lifestyle Cost
    StreetFree
    Squatter500¥
    Low2,000¥
    Middle5,000¥
    High10,000¥
    Luxury100,000¥


    What Essential Gear Should A Character Consider Buying?

    • Weapons (Melee, Ranged, both), p. 421
    • Ammunition, p. 433
    • Clothing and Armor, p. 436
    • Cyberware/bioware, p. 451
    • Commlink, p. 438
    • Fake SINs, fake licenses, p. 442
    • Cyberdeck, p. 439
    • Programs, p. 243
    • Tools, p. 443
    • Breaking and entering tools, p. 447
    • Surveillance equipment, p. 443
    • Lifestyle, p. 373
    • Vehicle(s), p. 461
    • Drones (usually owned by riggers), p. 461
    • Biotech, p. 450
    • Disguises, p. 443
    • Sensors and sensory enhancements, p. 443
    • Magical goods (foci, ritual materials, alchemical preparations, etc.), p. 316
    • Certified credstick(s) (for extra cash), p. 442
    • DocWagon Contract, p. 450

  • 9

    Spend Leftover Karma

    This step is the player's last opportunity to polish her character before making the final calculations. By this time the player should have a pretty good idea of her character’s backstory and what she wants her character to look like. Any remaining Karma can now be invested in smoothing out any rough edges, picking up or improving skills, buying additional spells, acquiring bound spirits, bonding foci to be used at the start of the game, purchasing contacts, etc. Refer to the Additional Purchases and Restrictions table to note any special restrictions on purchasing items with Karma. If a player wishes to keep some Karma for use later in the game, she may do so, though the maximum carryover is 7 Karma. When raising skills and attributes, keep in mind the various restrictions of character creation: Only one attribute can be at the natural attribute limit, and gear is restricted to items with Device Ratings of 6 or less or an Availability of 12 or less. These rules still apply to when you are spending Karma.

    When spending Karma for attributes or skills, refer to the rules for improving the character in the Character Advancement section (p. 103).

    Contacts

    Contacts are a vital part of a shadowrunner's life. Contacts sell illegal or hard-to-obtain items, alert runners to potential employment, know someone who knows someone who knows something the runner wants to know, or are knowledgeable about the layout of a heavily guarded corporate compound. Some contacts can supply substances runners are addicted too, fence stolen goods, and maybe, if they're loyal enough, bail the shadowrunner out of the Lone Star holding cell. Having a wide variety of Contacts can be a valuable investment. Every character receives free Karma to spend on their initial contacts. This Karma is equal to a Character's Charisma rating x 3.

    Each Contact has a Connection and a Loyalty rating. Any Contacts a player buys must have a minimum rating of 1 in Connection and a minimum rating of 1 in Loyalty. Connection represents how much reach and influence a Contact has, both within the shadows and in the world at large, to get things done or to make things happen. Loyalty reflects how loyal the contact is to the runner and how much they'll endure without shattering whatever bond the two have. At Loyalty 1 or 2, the Contact has only a business relationship with the character. Any qualms they have about turning the runner in are tied to profits they may lose if the runner isn't around, not so much because of any close personal feelings. With a higher Loyalty rating, the Contact has a stronger and more personal relationship (i.e., friendship) with the character, and is more likely to take some risk or go out of his way to help the character. For specific rules on the use of Contacts, see p. 386.

    Additional Purchases & Restrictions
    Item Karma Cost (At Character Creation) Restriction
    Bound Spirits 1 Karma per service (Force of spirit is equal to Character's Magic Attribute rating) Can only have a number of bound spirits equal to Charisma
    Complex Forms 4 Karma per complex form Maximum number of complex forms at character creation equal to Logic Attribute
    Spells 5 Karma per spell Maximum number of spells/rituals/preparations known at Character Creation equals Magic Rating x 2
    Bond Foci Variable; see p. 318 for bonding costs of foci Maximum total Force of all foci that can be bonded at character creation is equal to character's Magic Rating x 2
    Contacts 1 Karma for each point of Connections Rating, 1 Karma for each Loyalty Rating (minimum Karma requirement = 2) A single contact may not have more than 7 Karma spent on them at character creation. There are no limits on how many contacts the character may purchase
    Registering Sprites 1 Karma per task (Level of Sprite equal to Character's Resonance Rating) Can only have a number of Registered Sprites equal to the character's Charisma

  • 10

    Final Calculations

    Final Calculations Table
    Mechanic Formula Augmentation Bonuses
    Initiative(Intuition + Reaction) + 1D6Add appropriate attribute and Initiative Dice bonuses
    Astral Initiative(Intuition x 2) + 2D6—
    Matrix AR Initiative(Intuition + Reaction) + 1D6—
    Matrix VR Initiative (Cold Sim)(Data Processing + Intuition) + 3D6—
    Matrix VR Initiative (Hot Sim)(Data Processing + Intuition) + 4D6—
    Inherent LimitsAdd appropriate attribute(s); calculate as listed below—
         Mental[(Logic x 2) + Intuition + Willpower] / 3 (round up)—
         Physical[(Strength x 2) + Body + Reaction] / 3 (round up)—
         Social[(Charisma x 2) + Willpower + Essence] / 3 (round up)—
    Condition Monitor BoxesCalculate as listed below—
         Physical[Body / 2] + 8Add bonuses to Body before calculating; round up final results
         Stun[Willpower / 2] + 8Add bonuses to Willpower before calculating; round up final results
         OverflowBody + Augmentation bonuses—
    Living Persona —
         AttackCharisma—
         Data ProcessingLogic—
         Device RatingResonance—
         FirewallWillpower—
         SleazeIntuition—
    Reputation
         NotorietyPublic AwarenessStreet Cred

  • 11

    Final Touches

    In the final stage you should also flesh out the backstory for the character. Qualities, attribute ratings, and contacts provide a blueprint of who these characters are now. But what are their stories? Why are they shadowrunners? What aliases are they known by? How did they earn their street names? Their scars? What are their real names? Who are their friends? Their enemies? How old are they? If a character possesses a piece of gear that they cannot use right now, what is the story behind that? If they have cyberlimbs, was that by choice or out of necessity? The more interesting the background, the more possibilities for interesting role-playing scenarios that can add flavor and diversity to a game.

  • Character Creation Checklist

    To make sure your character is ready to rock with a minimum of complication and hassle, here’s a checklist of things to remember when designing a shadowrunner.

    • Make sure you choose each row of the Priority Table once.
    • Remember to make note of any applicable racial advantages or disadvantages (thermal vision, low-light vision) on your character sheet for game play.
    • Check to make sure you have raised your Edge and/or Magic or Resonance with your special attribute points that your character received when you selected your metatype.
    • Make sure you have spent all your attribute points. Your character may only have one Physical or Mental Attribute at the natural attribute maximum limit (or 1 higher with the Exceptional Attribute quality) at character creation. This rule does not apply to Edge, Magic, or Resonance. These can be at their maximum if the player has the points to raise them that far.
    • In the Magic or Resonance column, double-check to make sure you have recorded all the benefits from that priority level on your character sheet (if applicable). Aspected magicians only receive skills from the one category they select (Sorcery, Conjuring, or Enchanting) they select. Mystic adepts do not get their Power Points for free like other adepts, but must spend 2 Karma per Power Point.
    • Review the qualities that you have purchased and make all requisite changes to your stats. Make certain to note the bonuses or negative modifiers on your character sheet.
    • Check to make sure you have spent all your skill and skill group points on Active, Knowledge, and Language skills. Make sure you have all the specializations that you desire from spending priority points. Review skill groups and the individual skills you have bought to verify there are no duplications.
    • Review the gear that you have purchased with your resources. Make sure you have acquired everything you want, and double-check for things you may have forgotten (commlinks, cyberdecks, ammo, vehicles, Lifestyles, fake SINs and licenses, etc.). If you are playing a dwarf or a troll, make certain you have taken their gear cost modifiers into consideration. You may convert up to 10 Karma into nuyen (20,000 nuyen). You may carry over 5,000 nuyen from your resources and add them to your starting nuyen.
    • Make sure you have calculated your Essence, Initiative, and Inherent Limits, and acquired contacts.
    • Review your Karma expenditures, and spend any remaining that you wish. Remember, you can carry up to 7 Karma from character creation into the game.